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Question by DanProd · Feb 24, 2019 at 02:38 AM · c#scripting problemdelaycooldownskills

Non Spammable Skill/Button

The delay only works at the start of the game,although I want it to repeat every time(after) i use the skill again, giving it a cooldown system, how do I achieve this, and it really got me confused :/ thanks for future replies, cheers! code:

 {
     public Text cooldownText;
     public Canvas slaughterCanvas;
     public Image imagecooldown;
     public float skillcooldown;
     public bool iscooldown;
     public PlayerHealth scripthealth;
     public GameObject weapon;
     public float damageonSlaughterMode = 50;
 
     // Start is called before the first frame update
     void Start()
     {
         slaughterCanvas.GetComponent<Canvas>().enabled = false;
         scripthealth = GameObject.Find("Player").GetComponent<PlayerHealth>();
 
     }
     // Update is called once per frame
     void Update()
     {
         StartCoroutine((Wait()));
         {
             if (iscooldown)
             {
                 imagecooldown.fillAmount += 1 / skillcooldown * Time.deltaTime;
                 if (imagecooldown.fillAmount >= 1)
                 {
                     imagecooldown.fillAmount = 0;
                     iscooldown = false;
                     slaughterCanvas.GetComponent<Canvas>().enabled = false;
                     weapon.GetComponent<Weapon>().attackdamage = 10;
                 }
             }
         }
     }
 
     IEnumerator Wait()
     {
         yield return new WaitForSeconds (10);
         yield return Input.GetKeyDown(KeyCode.E);
 
             if (Input.GetKeyDown(KeyCode.E))
             {
                 iscooldown = true;
                 slaughterCanvas.GetComponent<Canvas>().enabled = true;
                 weapon.GetComponent<Weapon>().attackdamage = 50;
                 scripthealth.playerHealth -= damageonSlaughterMode;
             }
     }
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Best Answer

Answer by Orami · Feb 24, 2019 at 03:03 AM

use a timer...

 public class someClass
 {
    public float cooldown = 10.0f;
    private float timer = 0.0f;
 
 
    public void Update()
    {
       timer += time.deltaTime;
       if(timer >= cooldown)
       {
          Input.GetKeyDown(KeyCode.E)
          {
              //do stuff
              timer = 0.0f;
          }
       }
 
    }
 }

EDIT:

Here is a small class you can use to make timers and an example of using it:

 public class Timer
 {
     public float cooldown;
     private float timer;
 
     Timer()
     {
         timer = 0.0f;
     }
 
     public void update(float deltaTime)
     {
         timer += deltaTime;
     }
 
     public bool isReady()
     {
         if (timer >= cooldown)
         {
             timer = 0.0f;
             return true;
         }
         else return false;
     }
 }
 
 public class someClass : MonoBehaviour
 {
     Timer myTimer;
 
     public void Start()
     {
         myTimer.cooldown = 20.0f;   //set the cooldown to 20 secs
     }
 
     public void Update()
     {
         myTimer.update(Time.deltaTime);
         if(Input.GetKeyDown(KeyCode.E) && myTimer.isReady())
         {
             //do stuff
         }
     }
 }

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avatar image DanProd · Feb 24, 2019 at 08:40 AM 0
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Thanks dude! :D

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